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GeoKureli

304 Game Reviews

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The collage is awesome but the puzzle just isn't. Great to see all the fantastic artists contribute, I could stare at this for days and still find new details.

But the puzzle has a lot of ambiguous edges that really threw me for a loop. It also would have been nice if I could lock pieces into position and easily visually distinguish ones I haven't locked. Also I didn't get the achievement when I solved it.

Edit: got it the second time :/

Sevi responds:

If it was easy, it wouldn't be a very good puzzle. That being said, the next one will be better for sure.

I think my game was broken. there was no interactive bit throughout the entire game, just a series of text and about every 4 sentences Z/SPACE would do nothing for about 20-40 seconds and then randomly start working again. I never played a minigame or made a choice and it was probably the most frustrating experience I've had in a while. art was nice

Please just make the text white or something

Edit: PMd you

GabeMalk responds:

This is strange, we never got that bug... If it's not too much trouble, could you dm me a print screen of what is happening for you? Also, what browser are you using?

This was awesome! the influence is clear but to apply the DDLC meta along with the RL character going though emotional struggle adds a lot to the concept. I would have liked the dialog to be pruned and refined as it kinda dragged, but overall this was a really cool concept and your VN system was really well executed

Scorchle responds:

woah thank you mate!! that means a lot to me bc I played flesh to stone a lot while i was brainstorming ideas to get a sense for what haxeflixel could do
kinda surreal, haha
tysm for playing!!

There's somethinng really satisfying about extreme tindering. cool game for a few minutes

I loved the animation and the dialog was cool. some options would be cool

BrandyBuizel responds:

that was one of those things that ended up on the chopping block for time, glad you liked it George :)

this just seems impossible

bomberdude99 responds:

Yeah, it's generally quite hard but possible to beat the timer. We should add a tips/instructions page and tweak the difficulty (or make selectable difficulty even!). Right now the timer is randomized between 20 and 60 seconds and bomb spawn frequency and speed are both randomized between some min and max values. Keep in mind too that you can shoot bombs and also can push them off the conveyors also!

Apparently you could hug, I must seem like a pretty neglectful parent.

I like the idea of a tamagotchi game where the care effects your power in an action game, but i thought the space invaders part could be a lot better

I like the Atari-esque aesthetic, but I don't have a clear goal, I scavenged a bunch of room and I went right as far as i could. I also never used the girl. would be cool to see it expanded because it's just too light right now

IXthe2nd responds:

I did feel like I could've done more with her, did consider throwing her out, but I did wanted to keep her. :>

I never really felt like I was in control, it was utter chaos up until the last infected person. being a mayor is hard...

Controls felt nice all around, except I probably would have taken out the run button and just made them always run. I saw no real reason to distribute masks or anything and focus on the cure. All in all good game, but it felt a little unfair, which is probably true to life.

Nearly full points for the use of the theme, since it's incredibly relevant to the virus, but I don't see a connection to "Alone Together" specifically

Fat-Leech responds:

Thanks a lot for the detailed feedback!

I feel you about the run button, I didn't want to take it out completely because it can be tricky to move in the virus without touching it if the speed is too high, but I do agree that it becomes tedious to always hold it down. I thought about making it toggle instead of being held down but didn't have time to implement.

The distribution of objects was another mechanic I needed to work more on.
I tried to incentivize players on distributing by making the NPCs reward you with money when receiving items, however the reward was too low (1 to 5 coins) and you could also get 1 to 3 coins from NPCs by letting them die (plus any amount they gathered).
I should have increased the amount of coins given as reward by a lot and increased the money needed for a cure by a little, then the strategy would have probably made more sense.

The theme bit also resonated with me, I wanted to meet the theme by making the user be the only one able to take action (alone) but in a city full of other people (together) but I failed to communicate it in the game.

Thanks again for playing the game and taking the time to offer precious feedback :]

great art, great controls, really cool idea, but in the end it feels utterly tedious. levels 1-4 felt entirely reactive, with no forward thinking, and it took so long to play these levels so I just stopped playing.

it's a shame, though because otherwise it's graphically, technically and audio....ally well tuned and well crafted

drewby-games responds:

I spent more time on implementation than on level design. So that's understandable. Though I had non gamer friends "lose" as early as level 2. I plan to design some levels now that the jam is over :)

If your looking for the best puzzle, it's house 5.
Thanks for playing!

Wholesome AF

George @GeoKureli

Age 36

Corporate shill

Chicago

Joined on 4/1/03

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